Electronic Gaming System, Device, Machine and Method

ABSTRACT

An electronic gaming machine, an electronic gaming machine method, and an electronic monitoring device for interfacing with a gaming machine are provided to permit game play for a time period and to allow subsequent periods of game play for the time period following the expiration of each preceding time period of game play. The arrangement permits monitoring data concerning the amount of game credits, winnings and losses on the gaming machine during each time period of game play. On the occurrence of aggregated losses reaching a set threshold amount there is inhibition of further game play for the remainder of the time period of game play. A computer programme code for enabling the above to be achieved is disclosed. A tangible computer readable medium comprising the programme code is also disclosed. A data signal comprising that programme code is also disclosed.

RELATED APPLICATIONS

This application claims priority to Australian Application No. 2012202028 having an International filing date of Apr. 4, 2012, which is incorporated herein by reference.

FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

[Not Applicable]

MICROFICHE/COPYRIGHT REFERENCE

[Not Applicable]

BACKGROUND OF THE INVENTION

Electronic gaming systems and gaming machines are used extensively and provide players with entertainment, coupled with the possibility of experiencing winnings that exceed the amount of money bet. In some cases, it may be desirable or a requirement to limit the amount a player can lose.

There is a need to provide electronic gaming systems, gaming devices and electronic gaming machines and methods that provide players with enjoyment whilst at the same time protecting the players from suffering monetary loss greater than anticipated or desired.

BRIEF SUMMARY OF THE INVENTION

According to a first aspect, the invention provides an electronic monitoring device for interfacing with a control interface of a gaming machine,

said monitoring device comprising:

a circuit configured to permit game play for a time period, and to allow subsequent periods of game play for the time period following the expiration of each preceding time period of game play,

said circuit being configured to monitor data concerning the amount of game credits, winnings and losses on the machine during each time period of game play, and on the occurrence of aggregated losses reaching a set threshold amount, and to inhibit further game play for the remainder of the time period of game play.

According to a second aspect, the invention provides a method of controlling an electronic gaming machine to inhibit game play during a period of game play, said method comprising:

providing a time period for game play,

providing a set threshold amount of loss limit for the time period,

monitoring data concerning the amount of game credits, winnings and losses on the machine, and on the occurrence of an aggregated loss reaching the set threshold during a time period, inhibiting further game play during the remainder of the time period.

In a third aspect, the invention provides an electronic gaming machine comprising:

a configuration to permit game play for a time period and to allow subsequent periods of game play for the time period following expiration of each preceding time period of game play,

the configuration permitting data concerning the amount of game credits, winnings and losses to be monitored during each time period of game play, and on the occurrence of aggregated losses reach a set threshold amount, providing inhibition of further game play for the remainder of the time period of game play.

In a fourth aspect, the invention provides computer program code which when executed implements the above method.

In a fifth aspect, the invention provides a tangible computer readable medium comprising the above program code.

In a sixth aspect, the invention provides a data signal comprising the above program code.

BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS

An exemplary embodiment of the invention will now be described with reference to the accompanying drawings in which:

FIG. 1 is a block diagram of the core components of a gaming system;

FIG. 2 is a perspective view of a stand alone gaming machine;

FIG. 3 is a block diagram of the functional components of a gaming machine;

FIG. 4 is a schematic diagram of the functional components of a memory;

FIG. 5 is a schematic diagram of a network gaming system;

FIG. 6 is a timeline graph showing three examples of game playing;

FIG. 7 is a schematic diagram of an embodiment of an electronic monitoring device for interfacing with known or future gaming machines to implement the invention; and

FIG. 8 is a flow chart of process steps during operation of the embodiment shown in FIG. 7.

DETAILED DESCRIPTION OF THE INVENTION

An electronic monitoring device of an embodiment attaches with known gaming systems or machines, to inhibit game play during a predetermined time period if the aggregated losses reach a set threshold amount. The game play is then inhibited for the remainder of predetermined time period.

General Construction of Gaming System

A gaming system can take a number of different forms. In a first form, a stand alone gaming machine is provided wherein all or most components required for implementing the game are present in a player operable gaming machine.

In a second form, a distributed architecture is provided wherein some of the components required for implementing the game are present in a player operable gaming machine and some of the components required for implementing the game are located remotely relative to the gaming machine. For example, a “thick client” architecture may be used wherein part of the game is executed on a player operable gaming machine and part of the game is executed remotely, such as by a gaming server; or a “thin client” architecture may be used wherein most of the game is executed remotely such as by a gaming server and a player operable gaming machine is used only to display audible and/or visible gaming information to the player and receive gaming inputs from the player.

However, it will be understood that other arrangements are envisaged. For example, an architecture may be provided wherein a gaming machine is networked to a gaming server and the respective functions of the gaming machine and the gaming server are selectively modifiable. For example, the gaming system may operate in stand alone gaming machine mode, “thick client” mode or “thin client” mode depending on the game being played, operating conditions, and so on. Other variations will be apparent to persons skilled in the art.

Irrespective of the form, the gaming system has several core components. At the broadest level, the core components are a player interface 50 and a game controller 60 as illustrated in FIG. 1. The player interface is arranged to enable manual interaction between a player and the gaming system and for this purpose includes the input/output components required for the player to enter instructions to play the game and observe the game outcomes.

Components of the player interface may vary from embodiment to embodiment but will typically include a credit mechanism 52 to enable a player to input credits and receive payouts, one or more displays 54, a game play mechanism 56 including one or more input devices that enable a player to input game play instructions (e.g. to place a wager), and one or more sound loud speakers 58.

The game controller 60 is in data communication with the player interface and typically includes a processor 62 that processes the game play instructions in accordance with game play rules and outputs game play outcomes to the display. Typically, the game play rules are stored as program code in a memory 64 but can also be hardwired. Herein the term “processor” is used to refer generically to any device that can process game play instructions in accordance with game play rules and may include: a microprocessor, microcontroller, programmable logic device or other computational device, a general purpose computer (e.g. a PC) or a server. That is a processor may be provided by any suitable logic circuitry for receiving inputs, processing them in accordance with instructions stored in memory and generating outputs (for example on the display). Such processors are sometimes also referred to as central processing units (CPUs). Most processors are general purpose units, however, it is also known to provide a specific purpose processor using an application specific integrated circuit (ASIC) or a field programmable gate array (FPGA).

A gaming system in the form of a stand alone gaming machine 10 is illustrated in FIG. 2. The gaming machine 10 includes a console 12 having a display 14 on which are displayed representations of a game 16 that can be played by a player. A mid-trim 20 of the gaming machine 10 houses a bank of buttons 22 for enabling a player to interact with the gaming machine, in particular during game play. The mid-trim 20 also houses a credit input mechanism 24 which in this example includes a coin input chute 24A and a bill collector 24B. Other credit input mechanisms may also be employed, for example, a card reader for reading a smart card, debit card or credit card. Other gaming machines may configure for ticket in such that they have a ticket reader for reading tickets having a value and crediting the player based on the face value of the ticker. A player marketing module (not shown) having a reading device may also be provided for the purpose of reading a player tracking device, for example as part of a loyalty program. The player tracking device may be in the form of a card, flash drive or any other portable storage medium capable of being read by the reading device. In some embodiments, the player marketing module may provide an additional credit mechanism, either by transferring credits to the gaming machine from credits stored on the player tracking device or by transferring credits from a player account in data communication with the player marketing module.

A top box 26 may carry artwork 28, including for example pay tables and details of bonus awards and other information or images relating to the game. Further artwork and/or information may be provided on a front panel 29 of the console 12. A coin tray 30 is mounted beneath the front panel 29 for dispensing cash payouts from the gaming machine 10.

The display 14 shown in FIG. 2 is in the form of a video display unit, particularly a cathode ray tube screen device. Alternatively, the display 14 may be a liquid crystal display, plasma screen, any other suitable video display unit, or the visible portion of an electromechanical device. The top box 26 may also include a display, for example a video display unit, which may be of the same type as the display 14, or of a different type.

FIG. 3 shows a block diagram of operative components of a typical gaming machine which may be the same as or different to the gaming machine of FIG. 2.

The gaming machine 100 includes a game controller 101 having a processor 102 mounted on a circuit board. Instructions and data to control operation of the processor 102 are stored in a memory 103, which is in data communication with the processor 102. Typically, the gaming machine 100 will include both volatile and non-volatile memory and more than one of each type of memory, with such memories being collectively represented by the memory 103.

The gaming machine has hardware meters 104 for purposes including ensuring regulatory compliance and monitoring player credit, an input/output (I/O) interface 105 for communicating with peripheral devices of the gaming machine 100. The input/output interface 105 and/or the peripheral devices may be intelligent devices with their own memory for storing associated instructions and data for use with the input/output interface or the peripheral devices. A random number generator module 113 generates random numbers for use by the processor 102. Persons skilled in the art will appreciate that the reference to random numbers includes pseudo-random numbers.

In the example shown in FIG. 3, a player interface 120 includes peripheral devices that communicate with the game controller 101 including one or more displays 106, a touch screen and/or buttons 107 (which provide a game play mechanism), a card and/or ticket reader 108, a printer 109, a bill acceptor and/or coin input mechanism 110 and a coin output mechanism 111. Additional hardware may be included as part of the gaming machine 100, or hardware may be omitted as required for the specific implementation. For example, while buttons or touch screens are typically used in gaming machines to allow a player to place a wager and initiate a play of a game any input device that enables the player to input game play instructions may be used. For example, in some gaming machines a mechanical handle is used to initiate a play of the game. Persons skilled in the art will also appreciate that a touch screen can be used to emulate other input devices, for example, a touch screen can display virtual buttons which a player can “press” by touching the screen where they are displayed.

In addition, the gaming machine 100 may include a communications interface, for example a network card 112. The network card may, for example, send status information, accounting information or other information to a bonus controller, central controller, server or database and receive data or commands from the bonus controller, central controller, server or database. In embodiments employing a player marketing module, communications over a network may be via player marketing module—i.e. the player marketing module may be in data communication with one or more of the above devices and communicate with it on behalf of the gaming machine.

FIG. 4 shows a block diagram of the main components of an exemplary memory 103. The memory 103 includes RAM 103A, EPROM 103B and a mass storage device 103C. The RAM 103A typically temporarily holds program files for execution by the processor 102 and related data. The EPROM 103B may be a boot ROM device and/or may contain some system or game related code. The mass storage device 103C is typically used to store game programs, the integrity of which may be verified and/or authenticated by the processor 102 using protected code from the EPROM 103B or elsewhere.

It is also possible for the operative components of the gaming machine 100 to be distributed, for example input/output devices 106,107,108,109,110,111 to be provided remotely from the game controller 101.

FIG. 5 shows a gaming system 200 in accordance with an alternative embodiment. The gaming system 200 includes a network 201, which for example may be an Ethernet network. Gaming machines 202, shown arranged in three banks 203 of two gaming machines 202 in FIG. 5, are connected to the network 201. The gaming machines 202 provide a player operable interface and may be the same as the gaming machines 10,100 shown in FIGS. 2 and 3, or may have simplified functionality depending on the requirements for implementing game play. While banks 203 of two gaming machines are illustrated in FIG. 5, banks of one, three or more gaming machines are also envisaged.

One or more displays 204 may also be connected to the network 201. For example, the displays 204 may be associated with one or more banks 203 of gaming machines. The displays 204 may be used to display representations associated with game play on the gaming machines 202, and/or used to display other representations, for example promotional or informational material.

In a thick client embodiment, game server 205 implements part of the game played by a player using a gaming machine 202 and the gaming machine 202 implements part of the game. With this embodiment, as both the game server and the gaming device implement part of the game, they collectively provide a game controller. A database management server 206 may manage storage of game programs and associated data for downloading or access by the gaming devices 202 in a database 206A. Typically, if the gaming system enables players to participate in a Jackpot game, a Jackpot server 207 will be provided to perform accounting functions for the Jackpot game. A loyalty program server 212 may also be provided.

In a thin client embodiment, game server 205 implements most or all of the game played by a player using a gaming machine 202 and the gaming machine 202 essentially provides only the player interface. With this embodiment, the game server 205 provides the game controller. The gaming machine will receive player instructions, pass these to the game server which will process them and return game play outcomes to the gaming machine for display. In a thin client embodiment, the gaming machines could be computer terminals, e.g. PCs running software that provides a player interface operable using standard computer input and output components. Other client/server configurations are possible, and further details of a client/server architecture can be found in WO 2006/052213 and PCT/SE2006/000559, the disclosures of which are incorporated herein by reference.

Servers are also typically provided to assist in the administration of the gaming network 200, including for example a gaming floor management server 208, and a licensing server 209 to monitor the use of licenses relating to particular games. An administrator terminal 210 is provided to allow an administrator to run the network 201 and the devices connected to the network.

The gaming system 200 may communicate with other gaming systems, other local networks, for example a corporate network, and/or a wide area network such as the Internet, for example through a firewall 211.

Persons skilled in the art will appreciate that in accordance with known techniques, functionality at the server side of the network may be distributed over a plurality of different computers. For example, elements may be run as a single “engine” on one server or a separate server may be provided. For example, the game server 205 could run a random generator engine. Alternatively, a separate random number generator server could be provided. Further, persons skilled in the art will appreciate that a plurality of game servers could be provided to run different games or a single game server may run a plurality of different games as required by the terminals.

Thus, examples of the invention can be provided to work with stand alone gaming machines, in a distributed architecture, and in environments where there is a thick client embodiment or a thin client embodiment. In addition, embodiments may be implemented to operate entirely from resident processor systems in the stand alone gaming machine or in distributed processor systems that use a distributed architecture. The embodiment depicted in FIG. 7 and FIG. 8, is implemented as a stand alone electronic monitoring device that interfaces with the existing gaming machine interface such as via the input/output interface 105 referred to in FIG. 3. Such embodiment enables retro fitting to existing gaming machines.

Before the embodiment depicted in FIGS. 7 and 8 is described, reference will be made to the time line graph shown in FIG. 6. Here, it is seen that a loss limit threshold has been set for a 60 minute time period. The loss limit threshold is shown by dotted line 601. The monetary value of the loss limit threshold can be a monetary loss limit set by legislation. As the game play time limit has been set to 60 minutes, this sets a game play time period. Three game play time periods examples have been shown.

In the first 60 minutes, it can be seen that only 75% of the loss limit threshold has been reached. In the first game play time period shown, there has been no interaction to inhibit game play and loss minimisation.

In the second game play time period from 60 minutes to 120 minutes, it can be seen that the loss limit threshold has been reached well before the expiration of the game play predetermined time period. Therefore, game play is inhibited at the machine for the remainder of the current period of game play. The inhibition time period has been crossed hatched and designated by numeral 603. Accordingly, game play cannot recommence in the second time period until the complete expiration of that time period, and a new time period commenced.

In the third time period shown between 120 minutes and 180 minutes, it can been seen that the loss limit threshold has again not been reached. In this case, game play has not been inhibited.

The time line graph shown in FIG. 6 shows by implication, that at the commencement of each subsequent game play time period, the loss amount is set to 0 at the commencement of that period of game play.

Accordingly, with the above concept, player loss can be minimised.

Referring now to FIG. 7 there is shown a block schematic of the components of a monitoring device that interfaces with the gaming machine I/O interface 105 shown in FIG. 3. Here, data is provided along data communication line 701 concerning game credits, game winnings and game losses. The data is provided respectively to a game credit processor 703, a games winning processor 704, and a games losses processor 705. Data representing the game credits, game winnings and game losses is then forwarded to a processor 706 for aggregation of losses during the time period set for game play. In the embodiment, the period is shown as 60 minutes for each period however, other time periods may be provided according to legislation or other requirements or even by player selection. The processor 706 obtains clock signals from clock 707 for operation of the processor and also for counting the time period. The processor monitors game play and aggregates the game credits, game winnings and games losses so that if the loss limit threshold is reached during the time period for the game play, then an output signal is provided on output line 708 to inhibit further game play during the remainder of the time period. This output signal 708 is provided onto the data line 701 that connects with the I/O processor 105. This, in turn, inhibits the operation of the gaming machine until the expiration of the time period. In addition, the processor 706 sets the loss amount to 0 at the commencement of the next time period. The time period commences at the time when the player initiates game play. Therefore, there may be a time space period between the expiration of one time period and commencement of the next time period and the time periods do not necessarily need to successively stop and recommence without a time period therebetween as depicted in FIG. 6.

FIG. 8 shows a flow diagram of process steps involved in the example. Here, at step 801 a player initiates game play for the time period. At step 802, there is aggregation of the game credits, winnings, and losses. At step 803 a determination is made as to whether the game losses have reached the set threshold value. If the answer is “yes”, then game play is inhibited for the balance of the current game play period. If the answer is “no”, the process continues and a question is asked at step 804 “has the game time period expired”. If the answer is “no”, the process returns to step 803. If the answer is “yes” the process proceeds to step 805 where a new game is permitted to be played and the time period to commence. The process the proceeds to step 806 where a question is asked “has game play started”. If the answer is “no” then the system waits to allow game play to commence a new time period. If the answer is “yes”, the process returns to step 802.

It can therefore be appreciated that the above electronic monitoring device is able to interface with a gaming machine to inhibit further game play for the remainder of a current period of game play if there is an occurrence of aggregated losses reaching a set threshold amount during the predetermined time period.

Whilst the above embodiment is described as an external electronic monitoring device that interfaces with existing gaming machines, the concepts herein may be implemented entirely within the existing gaming systems and machine circuit architecture and software functionality.

It should also be appreciated that the threshold amount for loss can be an amount set a user. For example, a particular area of location of one or more gaming machines may be prescribed for minimising loss to a particular amount. Alternatively, a player may be able to set a threshold amount according to their own personal requirements subject to that loss being less than any prescribed amount set for the particular machine.

It should also be appreciated that the time period may be set by the player. A player may be able to override the setting of the time period and set a player determined time period provided that time period is less than the time period originally provided for the machine. In such an embodiment, the amount that may be lost is recalculated so that the rate of loss does not exceed the rate of loss for the initial time period.

In each of the above cases a player can adjust either or both of the set threshold amount for loss and/or the time period. Appropriate interface controls may be provided either with the monitoring device that is attached to the gaming machine, or with the monitoring device that is inbuilt within the architecture and software of the gaming system or gaming machine to allow for the player adjustment.

It will be appreciated that at least part of the method will be implemented electronically, for example, digitally by a processor executing program code such as in the above description of a game controller. In this respect, in the above description, certain steps are described as being carried out by a processor of a gaming system, and it should be appreciated that such steps will often require a number of sub-steps to be carried out for the steps to be implemented electronically, for example due to hardware or programming limitations. As an example, in order to carry out steps such as evaluating, determining or selecting, a processor may need to compute several values and compare those values.

As indicated above, the method may be embodied in program code. The program code can be supplied in a number of ways, for example on a tangible computer readable storage medium, such as a disc or a memory device, e.g. an EEPROM, (for example, that could replace part of memory 103) or as a data signal (for example, by transmitting it from a server). Further different parts of the program code can be executed by different devices, for example in a client server relationship. Persons skilled in the art, will appreciate that program code provides a series of instructions executable by the processor.

Herein the term “processor” is used to refer generically to any device that can process game play instructions in accordance with game play rules and may include: a microprocessor, microcontroller, programmable logic device or other computational device, a general purpose computer (e.g. a PC) or a server. That is a processor may be provided by any suitable logic circuitry for receiving inputs, processing them in accordance with instructions stored in memory and generating outputs (for example on the display). Such processors are sometimes also referred to as central processing units (CPUs). Most processors are general purpose units, however, it is also know to provide a specific purpose processor, for example, an application specific integrated circuit (ASIC) or a field programmable gate array (FPGA).

It will be understood to persons skilled in the art of the invention that many modifications may be made without departing from the spirit and scope of the invention, in particular it will be apparent that certain features of embodiments of the invention can be employed to form further embodiments.

It is to be understood that, if any prior art is referred to herein, such reference does not constitute an admission that the prior art forms a part of the common general knowledge in the art in any country.

In the claims which follow and in the preceding description of the invention, except where the context requires otherwise due to express language or necessary implication, the word “comprise” or variations such as “comprises” or “comprising” is used in an inclusive sense, i.e. to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the invention. 

1. An electronic monitoring device for interfacing with a control interface of a gaming machine, said monitoring device comprising: a circuit configured to permit game play for a time period, and to allow subsequent periods of game play for the time period following the expiration of each preceding time period of game play, said circuit being configured to monitor data concerning the amount of game credits, winnings and losses on the machine during each time period of game play, and on the occurrence of aggregated losses reaching a set threshold amount, and to inhibit further game play for the remainder of the time period of game play, wherein at least one of said time period and said threshold amount is adjustable, and an interface for receiving an adjustment to adjust at least one of said time period and said threshold amount from a player of said gaming machine.
 2. An electronic monitoring device as claimed in claim 1, wherein the loss amount is set to zero at the commencement of each time period of game play.
 3. An electronic monitoring device as claimed in claim 1, and wherein said control interface is operationally connected to said gaming machine to inhibit game play on the occurrence of losses reaching a set threshold amount.
 4. A method of controlling an electronic gaming machine having an electronic gaming controller, said method comprising: providing via the electronic gaming controller a time period for game play, providing via the electronic gaming controller a threshold amount of loss limit for the time period, monitoring via the electronic gaming controller data concerning the amount of game credits, winnings and losses on the machine, and on the occurrence of an aggregated loss reaching the threshold during a time period, inhibiting further game play during the remainder of the time period, wherein at least one of said time period and said threshold amount of loss is adjustable, and receiving via the electronic gaming controller an adjustment to adjust at least one of said time period and said threshold amount of loss from a player of said gaming machine.
 5. A method as claimed in claim 4, and further comprising setting a loss amount to zero at the commencement of said time period.
 6. A method as claimed in claim 4, and further comprising setting said threshold amount of loss to a default loss amount according to a prescribed threshold amount of loss set by gaming machine legislation.
 7. A method as claimed in claim 4, wherein a player has an option to set said threshold amount of loss for the time period being less than the default threshold loss amount.
 8. A method as claimed in claim 4, wherein the player overrides the time period and sets a player time period less than said time period.
 9. (canceled)
 10. An electronic gaming machine comprising: a configuration to permit game play for a time period and to allow subsequent periods of game play for the time period following expiration of each preceding time period of game play, the configuration permitting data concerning the amount of game credits, winnings and losses to be monitored during each time period of game play, and on the occurrence of aggregated losses reach a set threshold amount, providing inhibition of further game play for the remainder of the time period of game play, wherein at least one of said time period and said threshold amount is adjustable, and an interface for receiving an adjustment to adjust at least one of said time period and said threshold amount from a player of said gaming machine.
 11. A gaming machine as claimed in claim 10, wherein the configuration sets the loss amount to zero at the commencement of each time period of game play. 12-14. (canceled) 